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Image | Tree | Title | Ability / Perk / Unlock | Stacks? | Requirements |
---|---|---|---|---|---|
Battle | Strong Back | Personal inventory can be increased by 1 slot | N / A | ||
Battle | Strong Back 2 | Personal inventory can be increased by 1 slot | N / A | ||
Battle | Pulverize Module | Before your attack on an enemy you can declare the use of pulverize. Make your attack against an enemy as normal, and then, regardless of enemies armour rating, you will do an automatic 4 health damage to the enemy you targeted.
In addition, all other enemies and your crewmates will receive an automatic 2 health damage regardless of shield rating | N / A | ||
Battle | Martyr Module | Grants you a Martyr module. When equipped on your xenosuit, You can now choose to stand in place of one of your allies when they receive life support damage. You will take the damage hit to your life support in their place. | N / A | ||
Battle | Bolster Strength | Gain an immediate +2 to your strength skill | N / A | ||
Battle | 2nd Chance Strength Module | If you fail a strength check, you may now make a second attempt at it
| N / A | ||
Battle | 2nd Chance Determination Module | If you fail a determination check, you may now make a second attempt at it | N / A | ||
Battle | Critical Hit Module C Class | Grants you a critical hit module. When equipped on your xenosuit, Unlocks criticals. You may roll 1d20 after each attack you make. If at any time you roll a 20, then your last attack will be instantly doubled. | NO | ||
Battle | Rage Module C Class | Grants you a rage module. When equipped on your xenosuit, adds +1 to your attack rating | NO | ||
Battle | Super Criticals Module | When installed on your xenosuit alongside a critical hit module, it will drastically increase the damage output. If at any time you roll a 20, then your last attack will be instantly tripled as opposed to being doubled | N / A | ||
Battle | Critical Hit Module B Class | Grants you a critical hit module. When equipped on your xenosuit, Unlocks criticals. You may roll 1d20 after each attack you make. If at any time you roll a 20, then your last attack will be instantly doubled. The B Class module allows you to make 2 rolls of the 1d20 | NO | You must have first unlocked the C Class module, which can be sold when you unlock this one. | |
Cybernetics | Integrated Nanotech Injection Port | Allows you to inject nanocores directly into your 'bloodstream' for various purposes, such as healing wounds, enhancing physical abilities, or even temporary camouflage. | N / A | ||
Cybernetics | Neural Interface Implant alpha | Allows direct interfacing between you and level 1 security access Zenerdyne computers, terminals, beacons and other Zenerdyne containers and items | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Cybernetic Eyes alpha | Adds laser cutter capability to your eyes. You can now laser cut rocks, certain door latches and other items in the world with the correct prompt. This module has laser strength rating of 7 | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Cybernetic Hearing Implants alpha | Adds implants that increase your surveillance skill by 1 point | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Bionic Arm Casing alpha | Increase inventory slots by 2. Add +1 strength to skill points | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Cybernetic Limbs alpha | Artificial limbs that provide you with the capability to integrate alpha grade humecha weapons or tools | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Occular Implants | Implants that allow you to access and potentially bypass certain biometric scanners | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Subdermal Implant alpha | Implants that provide you with the capability to integrate alpha-grade humecha armour attachments | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Cybernetic Brain Enhancement alpha | Improves the units overall learning, understanding, and capacity. Add +1 to any skill | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Cybernetic Respiratory Implant | This integration allows you to swim, walk through, and traverse in and through waterways by coating your body in a waterproof alloy | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Cybernetic Heart alpha | Increases your life support by 2 points | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Neurostimulation Implant alpha | You can temporarily increase any skill out of combat by 2 points for 5 minutes
Costs 1 nanocore | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Reflex Enhancers alpha | You can increase one of the following by 1 point:
Athleticism
Luck
Speed | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Voice Modulation | Allows you to modulate your voice or even mimic other voices, useful for disguise, access to certain areas and communication | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Cybernetic Neural Firewall alpha | Prevents level 1 cyber attacks from enemies, cameras, and other security features | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Melee Weapon Integration alpha | Implant that allows you to attach alpha-grade humecha melee weapons | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Energy Weapon Integration alpha | Implants that allow you to generate and discharge energy from your body. You can now use alpha-grade humecha energy attachments | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Rocket Port Capacity Base 1 | You now have the capacity to carry two internal rockets | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Internal Rocketry | Implant that allows you to add alpha-grade humecha rockets as long as you have unlocked rocket port capacity base 1, 2, or 3 | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Cybernetic Datasphere C Class Implant | Grants you a datasphere C Class add-on. Allows you to read / view / or listen to any C Class datacores that you may come across. Without this technology, datacores must be ignored and discarded | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Chameleon Post-production Implant alpha | When you install this, you will no longer suffer from the -5 stealth disadvantage that all Humecha begin with | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Muscle Augmentation alpha | Increase strength skill by 1 point | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Poison Shield Generator | Create a field of protection around you and your crewmates for the remainder of the fight. Ensures that your biological crewmates cannot be poisoned during this fight.
Costs 1 nanocore | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Holographic Projector alpha | You can now project a holographic image that shuts down security cameras for 2 player movements / turns
Costs 1 nanocore | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Self-destruct Sequencer alpha | When you are reduced to 1 health point, you may initiate a self-destruct. This will damage all enemies health directly with 15 points of damage, ignoring their armour rating completely. Will also damage all crewmates by 3 points of health.
This terminates you completely, depending on your chosen rules, this may remove your character from the game | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Nano Swarm Attack | Attack your enemies by launching a swarm of cell-destroying nanobots. You can launch as many nanobots as you want during your turn. The more nanobots released, the greater the damage. You can for example spend 3 nanocores which unleashes enough nanobots to deal 9 points of direct health damage. This damage can be split between targets or directed at just one. The choice is yours.
Costs 1 nanocore = 3 direct health damage you can split between enemies | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Thermal Regulation | You now receive no damage in extreme temperatures, whether extremely cold or extremely hot and can navigate these areas comfortably | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Radiation Regulation | You now receive no radiation damage and can navigate highly irradiated areas comfortably | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Neural Interface Implant beta | Allows direct interfacing between you and Level 2 Security access Mecka-Tec computers, terminals, beacons and other Mecka-Tec containers and items | N / A | Integrated Nanotech Injection Port. Requires neural interface implant alpha | |
Cybernetics | Cybernetic Eyes beta | Adds laser cutter capability to your eyes. You can now laser cut rocks, certain door latches and other items in the world with the correct prompt. This module has laser strength rating of 12 | N / A | Integrated Nanotech Injection Port. Requires Cybernetic eyes alpha | |
Cybernetics | Cybernetic Hearing Implants beta | Adds improved implants that increase your surveillance skill by 1 point | N / A | Integrated Nanotech Injection Port. Requires cybernetic hearing implants alpha | |
Cybernetics | Bionic Arm Casing beta | Increase carry capacity by a further 4. Add +1 strength to skill points | N / A | Integrated Nanotech Injection Port. Requires bionic arm casing alpha | |
Cybernetics | Cybernetic Limbs beta | Artificial limbs that provide you with the capability to integrate beta-grade weapons or tools | N / A | Integrated Nanotech Injection Port. Requires cybernetic limbs alpha | |
Cybernetics | Subdermal Implant beta | Implants that provide you with the capability to integrate beta-grade armour attachments. | N / A | Integrated Nanotech Injection Port. subdermal implant alpha | |
Cybernetics | Cybernetic Brain Enhancement beta | Further improves the units overall learning, understanding, and capacity. Add +1 to any skill
| N / A | Integrated Nanotech Injection Port. cybernetic brain enhancement alpha | |
Cybernetics | Cybernetic Heart beta | Increases your max life support by a further 2 points | N / A | Integrated Nanotech Injection Port. cybernetic heart alpha | |
Cybernetics | Reflex Enhancers beta | You can increase 1 of the following by one point:
Athleticism
Luck
Speed | N / A | Integrated Nanotech Injection Port. reflex enhancers alpha | |
Cybernetics | Cybernetic Neural Firewall beta | Prevents level 2 cyber attacks from enemies, cameras, and other security features | N / A | Integrated Nanotech Injection Port. cybernetic neural firewall alpha | |
Cybernetics | Melee Weapon Integration beta | Implant that allows you to attach humecha beta-grade melee weapons | N / A | Integrated Nanotech Injection Port. melee weapon integration alpha | |
Cybernetics | Energy Weapon Integration beta | Implants that allow you to generate and discharge energy from your body. You can now use humecha beta-grade energy attachments | N / A | Integrated Nanotech Injection Port. energy weapon integration alpha | |
Cybernetics | Rocket Port Capacity Base 2 | You now have the capacity to carry four internal rockets | N / A | Integrated Nanotech Injection Port. rocket port capacity base 1 | |
Cybernetics | Internal Rocketry beta | Implant that allows you to add beta-grade humecha rockets as long as you have unlocked rocket port capacity base 1, 2, or 3 | N / A | Integrated Nanotech Injection Port. rocket port capacity base 1, 2, or 3 | |
Cybernetics | Cybernetic Datasphere B Class Upgrade | Grants you an upgrade for your datasphere C Class. Allows you to read / view / or listen to any C Class and B Class datacores that you may come across. Without this technology, datacores must be ignored and discarded | N / A | Integrated Nanotech Injection Port. cybernetic datasphere c class implant | |
Cybernetics | Chameleon Post-production Implant beta | Increase stealth skill by 1 point | N / A | Integrated Nanotech Injection Port. chameleon post-production implant alpha | |
Cybernetics | Muscle Augmentation beta | Increase strength skill by 1 point | N / A | Integrated Nanotech Injection Port. muscle augmentation alpha | |
Cybernetics | Holographic Projector beta | You can now project a holographic image that shuts down security cameras for 4 player movements / turns
Costs 1 nanocore | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Self-destruct Sequencer beta | When you are reduced to 1 health point, you may initiate a self-destruct. This will damage all enemies health directly with 25 points of damage, ignoring their armour rating completely. Will also damage all crewmates by 6 points of health.
This terminates you completely, depending on your chosen rules, this may remove your character from the game | N / A | Integrated Nanotech Injection Port. self-destruct sequencer alpha | |
Cybernetics | Self-repairing Nanite Module alpha | Unlocks a self-repairing nanite module. When you return to your ship, you will restore your life support to 50% of its total | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Neural Dampener Module | Reduces all incoming enemy attacks by 1 | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Neural Interface Module gamma | Allows direct interfacing between you and Level 3 Security access Mecka-Tec computers, terminals, beacons and other Mecka-Tec containers and items | N / A | Integrated Nanotech Injection Port. neural interface implant beta | |
Cybernetics | Cybernetic Eyes gamma | Adds laser cutter capability to your eyes. You can now laser cut rocks, certain door latches and other items in the world with the correct prompt. This module has laser strength rating of 17 | N / A | Integrated Nanotech Injection Port. Cybernetic eyes beta | |
Cybernetics | Cybernetic Hearing Implants gamma | Adds improved hearing implants that increase your surveillance skill by 1 point | N / A | Integrated Nanotech Injection Port. cybernetic hearing implants beta | |
Cybernetics | Bionic Arm Casing gamma | Increase inventory slots by a further 4. Add +1 strength to skill points | N / A | Integrated Nanotech Injection Port. bionic arm casing beta | |
Cybernetics | Cybernetic Limbs gamma | Artificial limbs that provide you with the capability to integrate gamma-grade humecha weapons or tools | N / A | Integrated Nanotech Injection Port. cybernetic limbs beta | |
Cybernetics | Subdermal Implant gamma | Implants that provide you with the capability to integrate gamma-grade humecha armour attachments | N / A | Integrated Nanotech Injection Port. subdermal implant beta | |
Cybernetics | Cybernetic Heart gamma | Increases your max life support by a further 2 points | N / A | Integrated Nanotech Injection Port. cybernetic heart beta | |
Cybernetics | Cybernetic Neural Firewall gamma | Prevents level 3 cyber attacks from enemies, cameras, and other security features | N / A | Integrated Nanotech Injection Port. cybernetic neural firewall beta | |
Cybernetics | Melle Weapon Integration gamma | Implant that allows you to attach gamma-grade humecha melee weapons | N / A | Integrated Nanotech Injection Port. melee weapon integration beta | |
Cybernetics | Energy Weapon Integration gamma | Implants that allow you to generate and discharge energy from your body. You can now use gamma-grade humecha energy attachments | N / A | Integrated Nanotech Injection Port. energy weapon integration beta | |
Cybernetics | Rocket Port Capacity Base 3 | You now have the capacity to carry six internal rockets | N / A | Integrated Nanotech Injection Port. rocket port capacity base 2 | |
Cybernetics | Internal Rocketry gamma | Implant that allows you to add gamma-grade humecha rockets as long as you have unlocked rocket port capacity base 1, 2, or 3 | N / A | Integrated Nanotech Injection Port. rocket port capacity base 1, 2, or 3 | |
Cybernetics | Cybernetic Datasphere A Class Upgrade | Grants you an upgrade for your datasphere. Allows you to read / view / or listen to any C Class, B Class, or A Class datacores that you may come across. Without this technology, datacores must be ignored and discarded | N / A | Integrated Nanotech Injection Port. Requires cybernetic datasphere c class implant to have been upgraded to B Class | |
Cybernetics | Chameleon Post-production Implant gamma | Increase stealth skill by 1 point | N / A | Integrated Nanotech Injection Port. chameleon post-production implant beta | |
Cybernetics | Muscle Augmentation gamma | Increase strength skill by 1 point | N / A | Integrated Nanotech Injection Port. muscle augmentation beta | |
Cybernetics | Holographic Projector gamma | You can now project a holographic image that shuts down security cameras for 6 player movements / turns
Costs 1 nanocore | N / A | Integrated Nanotech Injection Port. | |
Cybernetics | Self-repairing Nanite Module beta | Unlocks a self-repairing nanite module that is built into your ship at no cost to inventory space. When you return to your ship, you will restore 100% of your life support every time. | N / A | Integrated Nanotech Injection Port. self-repairing nanite module ( alpha ) | |
Healer | Cure Module | Out of combat you can now cure crewmates who are suffering from poison ailments.
Cost of 20 essence per ailment cured | N / A | ||
Healer | Healing Module C Class | Out of combat you can heal your crewmates health. Only works on biological crewmates.
Costs 10 essence per 1 life support point restored | NO | ||
Healer | Ward Module C Class | Cast ward on anyone during your turn and that targets damage received will be reduced by 1 point. This action is nullified when the crewmate has been attacked.
Costs 10 essence | NO | ||
Healer | Legion Module | Cast Legion during your turn and you and all crewmates will receive a temporary shield boost of +1 until the end of the fight.
Costs 50 essence and can only be used once per fight | N / A | ||
Healer | Reflect Module C Class | Cast only on yourself during your turn. Reflects 1 point of health damage back to the attacking enemy IF you receive life support damage.
Costs 25 essence, lasts only one turn | NO | ||
Healer | Healing Module B Class | Out of combat you can heal your crewmates health. Only works on biological crewmates.
cost of 8 essence per 1 life support point restored | NO | Healing 1 | |
Healer | Ward Module B Class | Cast ward on anyone during your turn and that targets damage received will be reduced by 2 points. This action is nullified when the crewmate has been attacked.
costs 10 essence
| NO | Ward 1 | |
Healer | Light Bending Module | Cast on yourself only during your turn. Requires stealth check of 15 or the action fails. If successful, you will be invisible to all enemies for the next three turns. When its time for an enemy to attack you, they will instead move to the next player in the sequence. During those three turns, you cannot attack the enemy, however you may still use items, potions etc
Costs 50 essence per attempt | N / A | ||
Healer | Reflect Module B Class | Cast only on yourself during your turn. Reflects 2 points of damage back to the enemy only If you received life support damage.
Costs 50 essence, lasts only one turn | NO | Reflect 1 | |
Healer | Stealth Jacket Module | You can now cast Stealth Jacket on crewmates only during your turn. Does not work on mechanical crewmates. Requires your teammate to pass a mentality check of 15 or the action fails and your turn is over. If successful, your crewmate will be invisible to all enemies for the next two turns. When its time for an enemy to attack them, they will instead move to the next player in the sequence.
During those two turns, they cannot attack the enemy, however they may still use items, potions etc
Costs 50 essence per attempt | N / A | ||
Healer | Angel of Fortune Module | Unlock health criticals. You may roll 1d20 each time you've been attacked by an enemy. If you roll a 20, then the enemy attack will instantly be halved. | N / A | ||
Healer | Healing Module A Class | During and / or out of combat you can heal your crewmates life support. Only works on biological crewmates
Costs 6 essence per 1 health point restored | N / A | Healing 2 | |
Healer | Healing Module S Class | During and / or out of combat you can heal your crewmates health. Only works on biological crewmates.
Costs 4 essence per 1 health point restored | N / A | Healing 3 | |
Healer | Apprentice Healer | You can trade 300 essence for one skill point. One time only | N / A | ||
Healer | Adept Healer | You can trade 300 essence for one skill point. One time only | N / A | Apprentice Healer | |
Healer | Expert Healer | You can trade 300 essence for one skill point. One time only | N / A | Adept Healer | |
Healer | Accomplished Healer | You can trade 300 essence for one skill point. One time only | N / A | Expert Healer | |
Healer | Angel of Death Module | During combat, for your turn you may attempt the impossible. You may roll 1d20. If you roll a 20, then all enemies in the encounter will die instantly.
Costs 50 essence per attempt | N / A | ||
Healer | Angel of Life Module | During combat, for your turn you may attempt the impossible. You may roll 1d20. If you roll a 20, then you and all crewmates will instantly heal to full life support. Only works on biological crewmates.
Costs 50 essence per attempt | N / A | ||
Healer | Angel of Peace Module | When not in combat, you may attempt the impossible. You may roll 1d20. If you roll a 20, then you and all crewmates will instantly restore all life support. Only works on biological crewmates
Costs 50 essence per attempt | N / A | ||
Herbalist | Small Health Potions | You can now craft small health potions. ( see potion crafting table for information ) Quick look: These potions can be used any time out of combat, or used as your turn in combat. Instantly restores 1 life support | N / A | ||
Herbalist | Small Potion of Protection | You can now craft small potions of protection. ( see potion crafting table for information ) Quick look: These potions can be used as your turn in combat. Whichever crewmate you use it on will benefit from having the next attack directed at them reduced by 1. Effects end once attacked | N / A | ||
Herbalist | Small Potion of Poison | You can now craft small poison potions. ( see potion crafting table for information ) Quick look: These potions can be used as your turn in combat, when you use one, it will only prove potent enough if you pass:
A xenobiology check of 20 & a Medical check of 16.
If successful, you will poison the target enemy. This will do direct damage to the health of the enemy by 1 point after each round of attacks. If the checks fail then the potion didn't work and your turn is over. Doesn't work on enemies that are immune to poison | N / A | ||
Herbalist | Alchemy 101 | Add one skill point to alchemy | N / A | ||
Herbalist | Flora Scanner Module C Class | When you see the flora scanner symbol, you can interact with it | NO | ||
Herbalist | Alchemist Travel Module C Class | You can now carry 4 ingredient stacks at a cost of one inventory slot with this module installed | NO | ||
Herbalist | Olde Earth Herbology | You can now craft items from the recipe book "Olde Earth Herbology" | N / A | ||
Herbalist | Medium Health Potion | You can now craft medium health potions. ( see crafting table for information ) Quick look: These potions can be used any time out of combat, or used as your turn in combat. Instantly restores 2 to your life support | N / A | small health potion to be unlocked first | |
Herbalist | Medium Potion of Protection | You can now craft medium potions of protection. ( see potion crafting table for information ) Quick look: These potions can be used as your turn in combat. Whichever crewmate you use it on will benefit from having the next attack directed at them reduced by 2. Effects end once attacked | N / A | small potion of protection | |
Herbalist | Medium Potion of Poison | You can now craft medium poison potions. ( see potion crafting table for information ) Quick look: These potions can be used as your turn in combat, when you use one, it will only prove potent enough if you pass:
A xenobiology check of 16 & a Medical check of 12.
If successful, you will poison the target enemy. This will do direct damage to the health of the enemy by 2 points after each round of attacks. If the checks fail then the potion didn't work and your turn is over | N / A | small potion of poison | |
Herbalist | Flora Scanner B Class | When you see the flora scanner symbol, you can interact with it. You will gain an additional +1 of each ingredient | NO | ||
Herbalist | Alchemy 101 2nd edition | Add one skill point to alchemy | N / A | ||
Herbalist | Alchemists Travel Module B Class | You can now carry 6 ingredient stacks at a cost of one inventory slot with this module installed | NO | Can only be upgraded from Alchemist travel module C Class | |
Herbalist | Herbal Essences | You can now create and craft items from the book "Herbal Essences" | N / A | ||
Herbalist | Perfect Zen | For every 10 ingredients bought from Zenbot, you will gain an extra 5 of the same type for free | NO | ||
Herbalist | Large Health Potion | You can now craft large health potions. ( see crafting table for information ) Quick look: These potions can be used any time out of combat, or used as your turn in combat. Instantly restores 3 health | N / A | medium health potion to be unlocked first | |
Herbalist | Large Potion of Protection | You can now craft large potions of protection. ( see potion crafting table for information ) Quick look: These potions can be used as your turn in combat. Whichever crewmate you use it on will benefit from having the next attack directed at them reduced by 3. Effects end once attacked | N / A | medium potion of protection | |
Herbalist | Flora Scanner A Class | When you see the flora scanner symbol, you can interact with it. You will gain an additional +2 of each ingredient | NO | ||
Herbalist | Alchemy in Essence | You can now create and craft items from the book "Alchemy in essence" | N / A | ||
Herbalist | Alchemy 101 Final Edition | Add one skill point to alchemy | N / A | ||
Herbalist | Alchemists Travel Module A Class | You can now carry 8 ingredient stacks at a cost of one inventory slot with this module installed | NO | Can only be upgraded from Alchemist travel module B Class | |
Herbalist | Crate of Ingredients | An ingredients crate is now yours | N / A | ||
Herbalist | Flora Scanner S Class | When you see the flora scanner symbol, you can interact with it. You will gain an additional +3 of each ingredient | NO | ||
Herbalist | Alchemists Travel Module S Class | You can now carry 10 ingredient stacks at a cost of one inventory slot with this module installed | NO | Can only be upgraded from Alchemist travel module A Class | |
Herbalist | Alchemists Travel Module P Class | You can now carry all ingredient stacks at a cost of one inventory slot with this module installed | NO | Can only be upgraded from Alchemist travel module S Class | |
Mechanist | Recycling Module C Class | Grants the ability to loot machines, cyborgs, humecha, gen 1 and gen 2 that you find across the cosmos. This grants you four rolls from the loot table that is presented to you at the time | NO | ||
Mechanist | 1L Water Purifier Module | Grants you a 1 litre water purifier module. You can now equip this module into your xenosuit. With this module installed, any contaminated water sources can now be used to fill the module with purified water. You can install as many water purifiers as you want providing you have the technology slots available | YES | ||
Mechanist | Engineers Handbook | Increase your engineering skill by 1 point | N / A | ||
Mechanist | EMP Pistol C Class | EMP pistols shut down C Class security cameras for 2 player movements / turns. They require EMP bullets. This pistol module when attached can target C Class security cameras only | YES | ||
Mechanist | Datasphere Module C Class | Allows you to read / view / or listen to any C Class datacores that you may come across. The Datasphere module can be equipped alongside other datasphere classes, as B Class can't access C Class etc. Having this installed in your xenosuit allows you to view C Class only | YES | ||
Mechanist | The Fixer Module | Grants the ability to repair machines, cyborgs, humecha, gen 1 and gen 2 that you find across the cosmos, providing that the option to repair is available | N / A | ||
Mechanist | Humecha Repair Module C Class | Grants the ability to heal your crewmates life support out of combat. Only works on Humecha crewmates.
Costs 1 circuitry per 1 life support point restored
OR
Costs 1 circuit board per 5 life support point restored | NO | ||
Mechanist | Recycling Module B Class | Grants the ability to loot machines, cyborgs, humecha, gen 1 and gen 2 that you find across the cosmos. This grants you six rolls from the loot table that is presented to you at the time | NO | Requires you to trade in Recycling Module C Class | |
Mechanist | Advanced Engineering | Increase your engineering skill by 1 point | N / A | ||
Mechanist | EMP Pistol B Class | Grants you a B Class EMP pistol module. EMP pistols shut down B Class security cameras for 2 player movements / turns. They require EMP bullets. This pistol module when attached to your utility gun can target B Class security cameras only | YES | ||
Mechanist | Datasphere Module B Class | Grants you a datasphere B Class module. Allows you to read / view / or listen to any B Class datacores that you may come across. The Datasphere module can be equipped alongside other datasphere classes, as B Class can't access C Class etc. Having this installed in your xenosuit allows you to view B Class only | YES | ||
Mechanist | Humecha Repair Module B Class | Grants the ability to heal your crewmates life support out of combat. Only works on Humecha crewmates
Costs 1 circuitry per 2 life support points restored
OR
Costs 1 circuit board per 10 life support points restored | NO | ||
Mechanist | Mechanist Module | You can now equip the mechanist module. This can be installed alongside the B Class recycling module to grant you additional rolls. When installed to your Xenosuit, this module grants the ability to loot machines, cyborgs, humecha, gen 1 and gen 2 that you find across the cosmos. This grants you an additional three rolls from the loot table that is presented to you at the time | NO | ||
Mechanist | Master of Engineering | Increase your engineering skill by 1 point | N / A | ||
Mechanist | EMP Pistol A Class | Grants you a A Class EMP pistol module. EMP pistols shut down A Class security cameras for 2 player movements / turns. They require EMP bullets. This pistol module when attached to your utility gun can target A Class security cameras only | YES | ||
Mechanist | Datasphere Module A Class | Grants you a datasphere A Class module. Allows you to read / view / or listen to any A Class datacores that you may come across. The Datasphere module can be equipped alongside other datasphere classes, as B Class can't access C Class etc. Having this installed in your xenosuit allows you to view A Class only | YES | ||
Mechanist | Humecha Repair Module A Class | Grants the ability to heal your crewmates life support out of combat. Only works on Humecha crewmates
Costs 1 circuitry per 3 life support points restored
OR
Costs 1 circuit board per 15 life support points restored | NO | ||
Mechanist | Small Turret | You can now build a small turret that will fight alongside you. It will act as any other crewmate or companion. Once defeated, the turret will be destroyed, but you can always build another. Note:- Only one turret can be deployed per fight. As with all other inventory, small turrets can be stacked in one inventory slot.
Turret stats:
Attack: Does 1 direct health damage to any one enemy
Health: 1
Required to build each turret:
Circuitry x 10
Circuit board x 1
Power Core x 1 | N / A | ||
Mechanist | Large Turret | You can now build a large turret that will fight alongside you. It will act as any other crewmate or companion. Once defeated, the turret will be destroyed, but you can always build another. Note:- Only one turret can be deployed per fight. As with all other inventory, large turrets can be stacked in one inventory slot.
Turret stats:
Attack: Does 2 direct health damage to any one enemy
Health: 5
Required to build each turret:
Circuitry x 15
Circuit board x 2
Power Core x 1 | N / A | ||
Mechanist | Battle Turret | You can now build a battle turret that will fight alongside you. It will act as any other crewmate or companion. Once defeated, the turret will be destroyed, but you can always build another. Note:- Only one turret can be deployed per fight. As with all other inventory, battle turrets can be stacked in one inventory slot.
Turret stats:
Attack: Does 2 direct health damage to all enemies
Health: 10
Required to build each turret:
Circuitry x 20
Circuit board x 3
Power Core x 1 | N / A | ||
Mechanist | EMP Pistol Upgrade Module | When this module is installed alongside any EMP pistol modules, it will double the effectiveness of the pistol. So rather than an EMP pistol module shutting down security for 2 player movements / turns, it will shut them down for 4 instead | N / A | ||
Mechanist | 2L Water Purifier Module | Grants you a 2 litre water purifier module. You can now equip this module into your xenosuit. With this module installed, any contaminated water sources can now be used to fill the module with purified water. You can install as many water purifiers as you want providing you have the technology slots available | YES | ||
Medical | Small Health Pack | You can now craft small health packs. ( see crafting table for information ) Quick look: These packs can be used any time out of combat, or used as your turn in combat. Instantly restores 3 life support | N / A | ||
Medical | Small Reflect Pack | You can now craft small reflect packs. ( see crafting table for information ) Quick look: These packs can be used as your turn in combat, when you use one, it will only prove potent enough if you pass a xenobiology check of 16. Reflects 1 point of damage back to the enemy when you are next attacked, this directly affects the enemies health, ignoring all defence | N / A | ||
Medical | Small Speed Pack | You can now craft small speed packs. ( see crafting table for information ) Quick look: These packs can be used any time in or out of combat to grant you a one time +1 to speed check rolls | N / A | ||
Medical | Paralysis Pack | You can now craft small paralysis packs. ( see crafting table for information ) Quick look: These packs can be used as your turn in combat, when you use one, it will only prove potent enough if you pass a xenobiology check of 16. If successful, you will paralyze the target enemy and it will miss its next turn, regardless of who it is due to attack next | N / A | ||
Medical | Small Cure Poison Pack | You can now craft small cure poison packs. ( see crafting table for information ) Quick look: These packs can be used only outside of combat. Instantly cures poisons only | N / A | ||
Medical | Medical Fortitude Pack | You can now craft small medical fortification packs. ( see crafting table for information ) Quick look: These packs can be used any time in or out of combat to grant you a one time +1 to medical & science check rolls | N / A | ||
Medical | Medical Research | Grants you 1 medical skill point | N / A | ||
Medical | Medium Health Pack | You can now craft medium health packs. ( see crafting table for information ) Quick look: These packs can be used any time out of combat, or used as your turn in combat. Instantly restores 6 life support | N / A | Requires small health pack to be unlocked first | |
Medical | Medium Reflect Pack | You can now craft medium reflect packs. ( see crafting table for information ) Quick look: These packs can be used as your turn in combat, when you use one, it will only prove potent enough if you pass a xenobiology check of 12. If successful then 2 damage is reflected back to the enemy when you are next attacked, this directly affects the enemies health, ignoring all defence | N / A | Requires small reflect pack to be unlocked first | |
Medical | Medium Speed Pack | You can now craft medium speed packs. ( see crafting table for information ) Quick look: These potions can be used any time in or out of combat to grant you a one time +2 to speed check rolls | N / A | Requires small speed pack to be unlocked first | |
Medical | Medium Cure Poison Pack | You can now craft medium cure poison packs. ( see crafting table for information ) Quick look: These packs can be used any time out of combat, or used as your turn in combat. Instantly cures poisons only | N / A | Requires small cure poison pack to be unlocked first | |
Medical | Medium Medical Fortitude Pack | You can now craft medium medical fortification packs. ( see crafting table for information ) Quick look: These packs can be used any time in or out of combat to grant you a one time +2 to medical & science check rolls | N / A | Requires small medical fortitude pack to be unlocked first | |
Medical | Advanced Medical Research | Grants you 1 medical skill point | N / A | ||
Medical | Large Health Pack | You can now craft large health packs. ( see crafting table for information ) Quick look: These packs can be used any time out of combat, or used as your turn in combat. Instantly restores 10 life support | N / A | Requires medium health pack to be unlocked first | |
Medical | Large Speed Pack | You can now craft large speed packs. ( see crafting table for information ) Quick look: These packs can be used any time in or out of combat to grant you a one time +3 to speed check rolls | N / A | Requires medium speed pack to be unlocked first | |
Medical | Large Medical Fortitude Pack | You can now craft large medical fortification packs. ( see crafting table for information ) Quick look: These packs can be used any time in or out of combat to grant you a one time +4 to medical & science check rolls | N / A | Requires small medical fortitude pack to be unlocked first | |
Medical | Forbidden Medical Research | Grants you 2 medical skill points | N / A | ||
Medical | Medical Supply Crate | The contents of a medical supply crate are yours | N / A | ||
Medical | Medical Supply Discount 1 | Save 10% off all medical supplies at Zenbot | N / A | ||
Medical | First Aid Kit | You now have a first aid kit. This kit requires one inventory slot, however, when carried, it allows you to store 5 ( medical ) items at no cost to your inventory slot | N / A | ||
Medical | Medical Supply Crate | The contents of a medical supply crate are yours | N / A | ||
Medical | Medical Supply Discount 2 | Save 20% off all medical supplies at Zenbot | N / A | Must unlock medical supply discount 1 | |
Medical | First Aid Bag | You now have a first aid bag. This bag requires one inventory slot, however, when carried, it allows you to store 10 ( medical ) items at no cost to your inventory slot, of course as with all inventory, multiples of medical items / supplies can be stacked into one space | N / A | First aid kit required first as it is sewn onto the bag | |
Medical | First Aid Bot | You now have a first aid bot. This bot requires one inventory slot, however, when carried, it allows you to store 15 ( medical ) items at no cost to your inventory slot, of course as with all inventory, multiples of medical items / supplies can be stacked into one space | N / A | First aid bag required | |
Merchant | Credit Pouch | You instantly gain 30 credits | N / A | ||
Merchant | Credit Pouch | You instantly gain 30 credits | N / A | ||
Merchant | Credit Pouch | You instantly gain 30 credits | N / A | ||
Merchant | 50% Off Voucher | Take 50% off the cost of any one item sold by Zenbot. This voucher can only be used once, and on one item only | N / A | ||
Merchant | Merchant Training 1 | Instantly gain 1 skill point to mercantile | N / A | ||
Merchant | Charismatic 1 | Instantly gain 1 skill point to charisma | N / A | ||
Merchant | Middle Man | You can now buy on behalf of crewmates, but any items bought for crewmates in this way are subject to a die roll by the other crewmate. They must roll a 1d20 and sacrifice that amount to the Zenbot regardless of whether it works out better or worse | N / A | ||
Merchant | Credit Card | You instantly gain 40 credits | N / A | ||
Merchant | Credit Card | You instantly gain 40 credits | N / A | ||
Merchant | Credit Card | You instantly gain 40 credits | N / A | ||
Merchant | Zenbot 5% | Permanent 5% discount off all Zenbot items | N / A | ||
Merchant | Merchant Training 2 | Instantly gain 1 skill point to mercantile | N / A | ||
Merchant | Charismatic 2 | Instantly gain 1 skill point to charisma | N / A | ||
Merchant | Traders Tongue | 10% discount off all all non-Zenbot traders you meet throughout the galaxy | N / A | ||
Merchant | Credit Cache | You instantly gain 60 credits | N / A | ||
Merchant | Credit Cache | You instantly gain 60 credits | N / A | ||
Merchant | Credit Cache | You instantly gain 60 credits | N / A | ||
Merchant | Zenbot 10% | Permanent 10% discount off all Zenbot items. Replaces 5% discount | N / A | Zenbot 5% | |
Merchant | Loyalty Rewarded 1 | Help yourself to any ONE item sold by Zenbot for free | N / A | ||
Merchant | Merchant Training 3 | Instantly gain 1 skill point to mercantile | N / A | ||
Merchant | Charismatic 3 | Instantly gain 1 skill point to charisma | N / A | ||
Merchant | Loyalty Rewarded 2 | Help yourself to any ONE item sold by Zenbot for free | N / A | ||
Psychology | Bribery Module C Class | When given the choice in dialogue, you can attempt to bribe the target by rolling a 6 using a 1d6. Install on xenosuit | NO | ||
Psychology | Intimidation Module C Class | When given the choice in dialogue, you can attempt to intimidate the target by rolling a 6 using a 1d6.Install on xenosuit | NO | ||
Psychology | Persuasion Module C Class | When given the choice in dialogue, you can attempt to persuade the target by rolling a 6 using a 1d6. Install on xenosuit | NO | ||
Psychology | Charismatic Eloquence | Increase charisma by 1 skill point | N / A | ||
Psychology | Diplomatic Charm | Increase diplomacy by 1 skill point | N / A | ||
Psychology | Bribery Module B Class | When given the choice in dialogue, you can attempt to bribe the target by rolling a 1 or a 6 using a 1d6. Install on xenosuit | NO | ||
Psychology | Intimidation Module B Class | When given the choice in dialogue, you can attempt to intimidate the target by rolling a 1 or a 6 using a 1d6. Install on xenosuit | NO | ||
Psychology | Persuasion Module B Class | When given the choice in dialogue, you can attempt to persuade the target by rolling a 1 or a 6 using a 1d6. Install on xenosuit | NO | ||
Psychology | Mentality | Increase mentality by 1 skill point | N / A | ||
Psychology | 2nd Chance Mentality Module | If you fail a mentality check, you may now make a second attempt at it | N / A | ||
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